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Comparing deliantra/server/server/spell_attack.C (file contents):
Revision 1.40 by root, Thu Jun 7 18:58:30 2007 UTC vs.
Revision 1.57 by root, Sat May 17 14:11:13 2008 UTC

1/* 1/*
2 * This file is part of Crossfire TRT, the Roguelike Realtime MORPG. 2 * This file is part of Deliantra, the Roguelike Realtime MMORPG.
3 * 3 *
4 * Copyright (©) 2005,2006,2007 Marc Alexander Lehmann / Robin Redeker / the Crossfire TRT team 4 * Copyright (©) 2005,2006,2007,2008 Marc Alexander Lehmann / Robin Redeker / the Deliantra team
5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team 5 * Copyright (©) 2002-2003,2007 Mark Wedel & Crossfire Development Team
6 * Copyright (©) 1992,2007 Frank Tore Johansen 6 * Copyright (©) 1992,2007 Frank Tore Johansen
7 * 7 *
8 * Crossfire TRT is free software; you can redistribute it and/or modify it 8 * Deliantra is free software: you can redistribute it and/or modify
9 * under the terms of the GNU General Public License as published by the Free 9 * it under the terms of the GNU General Public License as published by
10 * Software Foundation; either version 2 of the License, or (at your option) 10 * the Free Software Foundation, either version 3 of the License, or
11 * any later version. 11 * (at your option) any later version.
12 * 12 *
13 * This program is distributed in the hope that it will be useful, but 13 * This program is distributed in the hope that it will be useful,
14 * WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY 14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License 15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * for more details. 16 * GNU General Public License for more details.
17 * 17 *
18 * You should have received a copy of the GNU General Public License along 18 * You should have received a copy of the GNU General Public License
19 * with Crossfire TRT; if not, write to the Free Software Foundation, Inc. 51 19 * along with this program. If not, see <http://www.gnu.org/licenses/>.
20 * Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
21 * 20 *
22 * The authors can be reached via e-mail to <crossfire@schmorp.de> 21 * The authors can be reached via e-mail to <support@deliantra.net>
23 */ 22 */
24 23
25/* This file contains all the spell attack code. Grouping this code 24/* This file contains all the spell attack code. Grouping this code
26 * together should hopefully make it easier to find the relevent bits 25 * together should hopefully make it easier to find the relevent bits
27 * of code 26 * of code
37/* this function checks to see if a spell pushes objects as well 36/* this function checks to see if a spell pushes objects as well
38 * as flies over and damages them (only used for cones for now) 37 * as flies over and damages them (only used for cones for now)
39 * but moved here so it could be applied to bolts too 38 * but moved here so it could be applied to bolts too
40 * op is the spell object. 39 * op is the spell object.
41 */ 40 */
42
43void 41void
44check_spell_knockback (object *op) 42check_spell_knockback (object *op)
45{ 43{
46 object *tmp, *tmp2; /* object on the map */ 44 object *tmp, *tmp2; /* object on the map */
47 int weight_move; 45 int weight_move;
107 * 105 *
108 * BOLT CODE 106 * BOLT CODE
109 * 107 *
110 ***************************************************************************/ 108 ***************************************************************************/
111 109
112/* Causes op to fork. op is the original bolt, tmp 110/* Causes op to fork. op is the original bolt, tmp
113 * is the first piece of the fork. 111 * is the first piece of the fork.
114 */ 112 */
115
116void 113void
117forklightning (object *op, object *tmp) 114forklightning (object *op, object *tmp)
118{ 115{
119 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */ 116 int new_dir = 1; /* direction or -1 for left, +1 for right 0 if no new bolt */
120 int t_dir; /* stores temporary dir calculation */ 117 int t_dir; /* stores temporary dir calculation */
337 move_bolt (tmp); 334 move_bolt (tmp);
338 335
339 return 1; 336 return 1;
340} 337}
341 338
342
343
344/*************************************************************************** 339/***************************************************************************
345 * 340 *
346 * BULLET/BALL CODE 341 * BULLET/BALL CODE
347 * 342 *
348 ***************************************************************************/ 343 ***************************************************************************/
349 344
350/* expands an explosion. op is a piece of the 345/* expands an explosion. op is a piece of the
351 * explosion - this expans it in the different directions. 346 * explosion - this expands it in the different directions.
352 * At least that is what I think this does. 347 * At least that is what I think this does.
353 */ 348 */
354void 349void
355explosion (object *op) 350explosion (object *op)
356{ 351{
390 } 385 }
391 } 386 }
392 } 387 }
393} 388}
394 389
395
396/* Causes an object to explode, eg, a firebullet, 390/* Causes an object to explode, eg, a firebullet,
397 * poison cloud ball, etc. op is the object to 391 * poison cloud ball, etc. op is the object to
398 * explode. 392 * explode.
399 */ 393 */
400void 394void
409 return; 403 return;
410 } 404 }
411 405
412 if (op->env) 406 if (op->env)
413 { 407 {
414 object *env = object_get_env_recursive (op); 408 object *env = op->outer_env ();
409
415 if (env->map == NULL || out_of_map (env->map, env->x, env->y)) 410 if (!env->map || out_of_map (env->map, env->x, env->y))
416 { 411 {
417 LOG (llevError, "BUG: explode_bullet(): env out of map\n"); 412 LOG (llevError, "BUG: explode_bullet(): env out of map\n");
418 op->destroy (); 413 op->destroy ();
419 return; 414 return;
420 } 415 }
487 482
488 /* Prevent recursion */ 483 /* Prevent recursion */
489 op->move_on = 0; 484 op->move_on = 0;
490 485
491 tmp->insert_at (op, op); 486 tmp->insert_at (op, op);
487 tmp->play_sound (tmp->sound);
488
492 /* remove the firebullet */ 489 /* remove the firebullet */
493 op->destroy (); 490 op->destroy ();
494} 491}
495 492
496/* checks to see what op should do, given the space it is on 493/* checks to see what op should do, given the space it is on
612 * we remove the magic flag - that can be derived from 609 * we remove the magic flag - that can be derived from
613 * spob->attacktype. 610 * spob->attacktype.
614 * This function sets up the appropriate owner and skill 611 * This function sets up the appropriate owner and skill
615 * pointers. 612 * pointers.
616 */ 613 */
617
618int 614int
619fire_bullet (object *op, object *caster, int dir, object *spob) 615fire_bullet (object *op, object *caster, int dir, object *spob)
620{ 616{
621 object *tmp = NULL; 617 object *tmp = NULL;
622 int mflags; 618 int mflags;
623 619
624 if (!spob->other_arch) 620 if (!spob->other_arch)
625 return 0; 621 return 0;
626 622
627 tmp = arch_to_object (spob->other_arch); 623 tmp = spob->other_arch->instance ();
628 if (tmp == NULL) 624 if (!tmp)
629 return 0; 625 return 0;
630 626
631 /* peterm: level dependency for bolts */ 627 /* peterm: level dependency for bolts */
632 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob); 628 tmp->stats.dam = spob->stats.dam + SP_level_dam_adjust (caster, spob);
633 tmp->attacktype = spob->attacktype; 629 tmp->attacktype = spob->attacktype;
634 if (spob->slaying) 630 if (spob->slaying)
635 tmp->slaying = spob->slaying; 631 tmp->slaying = spob->slaying;
636 632
646 SET_ANIMATION (tmp, dir); 642 SET_ANIMATION (tmp, dir);
647 643
648 tmp->set_owner (op); 644 tmp->set_owner (op);
649 set_spell_skill (op, caster, spob, tmp); 645 set_spell_skill (op, caster, spob, tmp);
650 646
651 tmp->x = op->x + freearr_x[dir]; 647 tmp->x = op->x + freearr_x[dir];
652 tmp->y = op->y + freearr_y[dir]; 648 tmp->y = op->y + freearr_y[dir];
653 tmp->map = op->map; 649 tmp->map = op->map;
654 650
655 maptile *newmap; 651 maptile *newmap;
656 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y); 652 mflags = get_map_flags (tmp->map, &newmap, tmp->x, tmp->y, &tmp->x, &tmp->y);
657 if (mflags & P_OUT_OF_MAP) 653 if (mflags & P_OUT_OF_MAP)
934 * 930 *
935 * BOMB related code 931 * BOMB related code
936 * 932 *
937 ****************************************************************************/ 933 ****************************************************************************/
938 934
939
940/* This handles an exploding bomb. 935/* This handles an exploding bomb.
941 * op is the original bomb object. 936 * op is the original bomb object.
942 */ 937 */
943void 938void
944animate_bomb (object *op) 939animate_bomb (object *op)
945{ 940{
946 int i;
947 object *env, *tmp;
948
949 if (op->state != NUM_ANIMATIONS (op) - 1) 941 if (op->state != NUM_ANIMATIONS (op) - 1)
950 return; 942 return;
951 943
952 env = object_get_env_recursive (op); 944 object *env = op->outer_env ();
953 945
954 if (op->env) 946 if (op->env)
955 { 947 {
956 if (env->map == NULL) 948 if (env->map == NULL)
957 return; 949 return;
958
959 if (env->type == PLAYER)
960 esrv_del_item (env->contr, op->count);
961 950
962 if (!(op = op->insert_at (env, op))) 951 if (!(op = op->insert_at (env, op)))
963 return; 952 return;
964 } 953 }
965 954
976 * but using the cast_bullet isn't really feasible, 965 * but using the cast_bullet isn't really feasible,
977 * so just set up the appropriate values. 966 * so just set up the appropriate values.
978 */ 967 */
979 if (archetype *at = archetype::find (SPLINT)) 968 if (archetype *at = archetype::find (SPLINT))
980 { 969 {
981 for (i = 1; i < 9; i++) 970 for (int i = 1; i < 9; i++)
982 { 971 {
983 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i])) 972 if (out_of_map (op->map, op->x + freearr_x[i], op->y + freearr_x[i]))
984 continue; 973 continue;
985 974
986 tmp = arch_to_object (at); 975 object *tmp = arch_to_object (at);
987 tmp->direction = i; 976 tmp->direction = i;
988 tmp->range = op->range; 977 tmp->range = op->range;
989 tmp->stats.dam = op->stats.dam; 978 tmp->stats.dam = op->stats.dam;
990 tmp->duration = op->duration; 979 tmp->duration = op->duration;
991 tmp->attacktype = op->attacktype; 980 tmp->attacktype = op->attacktype;
1005} 994}
1006 995
1007int 996int
1008create_bomb (object *op, object *caster, int dir, object *spell) 997create_bomb (object *op, object *caster, int dir, object *spell)
1009{ 998{
1010
1011 object *tmp; 999 object *tmp;
1012 int mflags; 1000 int mflags;
1013 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir]; 1001 sint16 dx = op->x + freearr_x[dir], dy = op->y + freearr_y[dir];
1014 maptile *m; 1002 maptile *m;
1015 1003
1017 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK)) 1005 if ((mflags & P_OUT_OF_MAP) || (GET_MAP_MOVE_BLOCK (m, dx, dy) & MOVE_WALK))
1018 { 1006 {
1019 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way."); 1007 new_draw_info (NDI_UNIQUE, 0, op, "There is something in the way.");
1020 return 0; 1008 return 0;
1021 } 1009 }
1010
1022 tmp = arch_to_object (spell->other_arch); 1011 tmp = arch_to_object (spell->other_arch);
1023 1012
1024 /* level dependencies for bomb */ 1013 /* level dependencies for bomb */
1025 tmp->range = spell->range + SP_level_range_adjust (caster, spell); 1014 tmp->range = spell->range + SP_level_range_adjust (caster, spell);
1026 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell); 1015 tmp->stats.dam = spell->stats.dam + SP_level_dam_adjust (caster, spell);
1047 * dir is the direction to look in. 1036 * dir is the direction to look in.
1048 * range is how far out to look. 1037 * range is how far out to look.
1049 * type is the type of spell - either SPELL_MANA or SPELL_GRACE. 1038 * type is the type of spell - either SPELL_MANA or SPELL_GRACE.
1050 * this info is used for blocked magic/unholy spaces. 1039 * this info is used for blocked magic/unholy spaces.
1051 */ 1040 */
1052
1053object * 1041object *
1054get_pointed_target (object *op, int dir, int range, int type) 1042get_pointed_target (object *op, int dir, int range, int type)
1055{ 1043{
1056 object *target; 1044 object *target;
1057 sint16 x, y; 1045 sint16 x, y;
1076 return NULL; 1064 return NULL;
1077 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW) 1065 if (GET_MAP_MOVE_BLOCK (mp, x, y) & MOVE_FLY_LOW)
1078 return NULL; 1066 return NULL;
1079 1067
1080 if (mflags & P_IS_ALIVE) 1068 if (mflags & P_IS_ALIVE)
1081 {
1082 for (target = GET_MAP_OB (mp, x, y); target; target = target->above) 1069 for (target = GET_MAP_OB (mp, x, y); target; target = target->above)
1083 { 1070 if (QUERY_FLAG (target, FLAG_MONSTER))
1084 if (QUERY_FLAG (target->head ? target->head : target, FLAG_MONSTER))
1085 {
1086 return target; 1071 return target;
1087 }
1088 }
1089 }
1090 } 1072 }
1073
1091 return NULL; 1074 return NULL;
1092} 1075}
1093
1094 1076
1095/* cast_smite_arch() - the priest points to a creature and causes 1077/* cast_smite_arch() - the priest points to a creature and causes
1096 * a 'godly curse' to decend. 1078 * a 'godly curse' to decend.
1097 * usual params - 1079 * usual params -
1098 * op = player 1080 * op = player
1099 * caster = object casting the spell. 1081 * caster = object casting the spell.
1100 * dir = direction being cast 1082 * dir = direction being cast
1101 * spell = spell object 1083 * spell = spell object
1102 */ 1084 */
1103
1104int 1085int
1105cast_smite_spell (object *op, object *caster, int dir, object *spell) 1086cast_smite_spell (object *op, object *caster, int dir, object *spell)
1106{ 1087{
1107 object *effect, *target; 1088 object *effect, *target;
1108 object *god = find_god (determine_god (op)); 1089 object *god = find_god (determine_god (op));
1186 effect->insert_at (target, op); 1167 effect->insert_at (target, op);
1187 1168
1188 return 1; 1169 return 1;
1189} 1170}
1190 1171
1191
1192/**************************************************************************** 1172/****************************************************************************
1193 * 1173 *
1194 * MAGIC MISSILE code. 1174 * MAGIC MISSILE code.
1195 * note that the fire_bullet is used to fire the missile. The 1175 * note that the fire_bullet is used to fire the missile. The
1196 * code here is just to move the missile. 1176 * code here is just to move the missile.
1266 * we do this by creating a force and inserting it in the 1246 * we do this by creating a force and inserting it in the
1267 * object. if time is 0, the object glows permanently. To truely 1247 * object. if time is 0, the object glows permanently. To truely
1268 * make this work for non-living objects, we would have to 1248 * make this work for non-living objects, we would have to
1269 * give them the capability to have an inventory. b.t. 1249 * give them the capability to have an inventory. b.t.
1270 */ 1250 */
1271
1272int 1251int
1273make_object_glow (object *op, int radius, int time) 1252make_object_glow (object *op, int radius, int time)
1274{ 1253{
1275 object *tmp;
1276
1277 /* some things are unaffected... */ 1254 /* some things are unaffected... */
1278 if (op->path_denied & PATH_LIGHT) 1255 if (op->path_denied & PATH_LIGHT)
1279 return 0; 1256 return 0;
1280 1257
1281 tmp = get_archetype (FORCE_NAME); 1258 object *tmp = get_archetype (FORCE_NAME);
1282 tmp->speed = 0.01; 1259 tmp->speed = 0.01;
1283 tmp->stats.food = time; 1260 tmp->stats.food = time;
1284 SET_FLAG (tmp, FLAG_IS_USED_UP); 1261 SET_FLAG (tmp, FLAG_IS_USED_UP);
1285 tmp->glow_radius = radius; 1262 tmp->glow_radius = radius;
1286 if (tmp->glow_radius > MAX_LIGHT_RADII) 1263 if (tmp->glow_radius > MAX_LIGHT_RADII)
1287 tmp->glow_radius = MAX_LIGHT_RADII; 1264 tmp->glow_radius = MAX_LIGHT_RADII;
1288 1265
1289 tmp->x = op->x;
1290 tmp->y = op->y;
1291 if (tmp->speed < MIN_ACTIVE_SPEED)
1292 tmp->speed = MIN_ACTIVE_SPEED; /* safety */
1293 tmp = insert_ob_in_ob (tmp, op); 1266 tmp = insert_ob_in_ob (tmp, op);
1267
1294 if (tmp->glow_radius > op->glow_radius) 1268 if (tmp->glow_radius > op->glow_radius)
1295 op->glow_radius = tmp->glow_radius; 1269 op->glow_radius = tmp->glow_radius;
1296 1270
1297 if (!tmp->env || op != tmp->env)
1298 {
1299 LOG (llevError, "make_object_glow() failed to insert glowing force in %s\n", &op->name);
1300 return 0;
1301 }
1302 return 1; 1271 return 1;
1303} 1272}
1304 1273
1305int 1274int
1306cast_destruction (object *op, object *caster, object *spell_ob) 1275cast_destruction (object *op, object *caster, object *spell_ob)
1397 { 1366 {
1398 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse."); 1367 new_draw_info (NDI_UNIQUE, 0, op, "There is no one in that direction to curse.");
1399 return 0; 1368 return 0;
1400 } 1369 }
1401 1370
1371 tmp = tmp->head_ ();
1372
1402 /* If we've already got a force of this type, don't add a new one. */ 1373 /* If we've already got a force of this type, don't add a new one. */
1403 for (force = tmp->inv; force != NULL; force = force->below) 1374 for (force = tmp->inv; force; force = force->below)
1404 { 1375 {
1405 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY) 1376 if (force->type == FORCE && force->subtype == FORCE_CHANGE_ABILITY)
1406 { 1377 {
1407 if (force->name == spell_ob->name) 1378 if (force->name == spell_ob->name)
1408 { 1379 {
1414 return 0; 1385 return 0;
1415 } 1386 }
1416 } 1387 }
1417 } 1388 }
1418 1389
1419 if (force == NULL) 1390 if (!force)
1420 { 1391 {
1421 force = get_archetype (FORCE_NAME); 1392 force = get_archetype (FORCE_NAME);
1422 force->subtype = FORCE_CHANGE_ABILITY; 1393 force->subtype = FORCE_CHANGE_ABILITY;
1394
1423 if (spell_ob->race) 1395 if (spell_ob->race)
1424 force->name = spell_ob->race; 1396 force->name = spell_ob->race;
1425 else 1397 else
1426 force->name = spell_ob->name; 1398 force->name = spell_ob->name;
1427 1399
1437 { 1409 {
1438 force->duration = duration; 1410 force->duration = duration;
1439 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect."); 1411 new_draw_info (NDI_UNIQUE, 0, op, "You recast the spell while in effect.");
1440 } 1412 }
1441 else 1413 else
1442 {
1443 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect."); 1414 new_draw_info (NDI_UNIQUE, 0, op, "Recasting the spell had no effect.");
1444 } 1415
1445 return 1; 1416 return 1;
1446 } 1417 }
1418
1447 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50; 1419 force->duration = spell_ob->duration + SP_level_duration_adjust (caster, spell_ob) * 50;
1448 force->speed = 1.f; 1420 force->speed = 1.f;
1449 force->speed_left = -1.f; 1421 force->speed_left = -1.f;
1450 SET_FLAG (force, FLAG_APPLIED); 1422 SET_FLAG (force, FLAG_APPLIED);
1451 1423
1624 } 1596 }
1625 1597
1626 /* charm */ 1598 /* charm */
1627 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY)) 1599 if (QUERY_FLAG (spell, FLAG_NO_ATTACK) && !QUERY_FLAG (head, FLAG_FRIENDLY))
1628 { 1600 {
1601 INVOKE_OBJECT (KILL, head, ARG_OBJECT (caster));
1602
1629 /* Prevent uncontolled outbreaks of self replicating monsters. 1603 /* Prevent uncontrolled outbreaks of self replicating monsters.
1630 Typical use case is charm, go somwhere, use aggravation to make hostile. 1604 Typical use case is charm, go somwhere, use aggravation to make hostile.
1631 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */ 1605 This could lead to fun stuff like mice outbreak in bigworld and server crawl. */
1632 CLEAR_FLAG (head, FLAG_GENERATOR); 1606 CLEAR_FLAG (head, FLAG_GENERATOR);
1633 head->set_owner (op); 1607 head->set_owner (op);
1634 set_spell_skill (op, caster, spell, head); 1608 set_spell_skill (op, caster, spell, head);
1753 1727
1754 op->direction = i; 1728 op->direction = i;
1755 } 1729 }
1756} 1730}
1757 1731
1758
1759/* move_swarm_spell: peterm 1732/* move_swarm_spell: peterm
1760 * This is an implementation of the swarm spell. It was written for 1733 * This is an implementation of the swarm spell. It was written for
1761 * meteor swarm, but it could be used for any swarm. A swarm spell 1734 * meteor swarm, but it could be used for any swarm. A swarm spell
1762 * is a special type of object that casts swarms of other types 1735 * is a special type of object that casts swarms of other types
1763 * of spells. Which spell it casts is flexible. It fires the spells 1736 * of spells. Which spell it casts is flexible. It fires the spells
1764 * from a set of squares surrounding the caster, in a given direction. 1737 * from a set of squares surrounding the caster, in a given direction.
1765 */ 1738 */
1766
1767void 1739void
1768move_swarm_spell (object *op) 1740move_swarm_spell (object *op)
1769{ 1741{
1770#if 0 1742#if 0
1771 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 }; 1743 static int cardinal_adjust[9] = { -3, -2, -1, 0, 0, 0, 1, 2, 3 };
1772 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 }; 1744 static int diagonal_adjust[10] = { -3, -2, -2, -1, 0, 0, 1, 2, 2, 3 };
1773 sint16 target_x, target_y, origin_x, origin_y; 1745 sint16 target_x, target_y, origin_x, origin_y;
1774 int adjustdir; 1746 int adjustdir;
1775 maptile *m; 1747 maptile *m;
1776#endif 1748#endif
1777 int basedir;
1778 object *owner; 1749 object *owner = op->env;
1779 1750
1780 owner = op->owner; 1751 if (!op->duration || !owner->is_on_map ())
1781 if (op->duration == 0 || owner == NULL)
1782 { 1752 {
1783 op->destroy (); 1753 op->destroy ();
1784 return; 1754 return;
1785 } 1755 }
1786 1756
1787 op->duration--; 1757 op->duration--;
1788 1758
1789 basedir = op->direction; 1759 int basedir = op->direction;
1790 if (basedir == 0) 1760 if (!basedir)
1791 {
1792 /* spray in all directions! 8) */ 1761 /* spray in all directions! 8) */
1793 basedir = rndm (1, 8); 1762 basedir = (op->facing += op->state) % 8 + 1;
1794 }
1795 1763
1796#if 0 1764#if 0
1797 // this is bogus: it causes wrong places to be checked below 1765 // this is bogus: it causes wrong places to be checked below
1798 // (a wall 2 cells away will block the effect...) and 1766 // (a wall 2 cells away will block the effect...) and
1799 // doesn't work for SP_BULLET anyhow, so again tests the wrong 1767 // doesn't work for SP_BULLET anyhow, so again tests the wrong
1859 { 1827 {
1860 /* Bullet spells have a bunch more customization that needs to be done */ 1828 /* Bullet spells have a bunch more customization that needs to be done */
1861 if (op->spell->subtype == SP_BULLET) 1829 if (op->spell->subtype == SP_BULLET)
1862 fire_bullet (owner, op, basedir, op->spell); 1830 fire_bullet (owner, op, basedir, op->spell);
1863 else if (op->spell->subtype == SP_MAGIC_MISSILE) 1831 else if (op->spell->subtype == SP_MAGIC_MISSILE)
1864 fire_arch_from_position (owner, op, op->x, op->y, basedir, op->spell); 1832 fire_arch_from_position (owner, op, owner->x, owner->y, basedir, op->spell);
1865 } 1833 }
1866} 1834}
1867
1868
1869
1870 1835
1871/* fire_swarm: 1836/* fire_swarm:
1872 * The following routine creates a swarm of objects. It actually 1837 * The following routine creates a swarm of objects. It actually
1873 * sets up a specific swarm object, which then fires off all 1838 * sets up a specific swarm object, which then fires off all
1874 * the parts of the swarm. 1839 * the parts of the swarm.
1877 * caster: the caster (owner, wand, rod, scroll) 1842 * caster: the caster (owner, wand, rod, scroll)
1878 * dir: the direction everything will be fired in 1843 * dir: the direction everything will be fired in
1879 * spell - the spell that is this spell. 1844 * spell - the spell that is this spell.
1880 * n: the number to be fired. 1845 * n: the number to be fired.
1881 */ 1846 */
1882
1883int 1847int
1884fire_swarm (object *op, object *caster, object *spell, int dir) 1848fire_swarm (object *op, object *caster, object *spell, int dir)
1885{ 1849{
1886 object *tmp;
1887 int i;
1888
1889 if (!spell->other_arch) 1850 if (!spell->other_arch)
1890 return 0; 1851 return 0;
1891 1852
1892 tmp = get_archetype (SWARM_SPELL); 1853 object *tmp = archetype::get (SWARM_SPELL);
1893 tmp->set_owner (op); /* needed so that if swarm elements kill, caster gets xp. */
1894 set_spell_skill (op, caster, spell, tmp); 1854 set_spell_skill (op, caster, spell, tmp);
1895
1896 tmp->level = caster_level (caster, spell); /*needed later, to get level dep. right. */ 1855 tmp->level = caster_level (caster, spell); /* needed later, to get level dep. right. */
1897 tmp->spell = arch_to_object (spell->other_arch); 1856 tmp->spell = spell->other_arch->instance ();
1898
1899 tmp->attacktype = tmp->spell->attacktype; 1857 tmp->attacktype = tmp->spell->attacktype;
1900 1858
1901 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER) 1859 if (tmp->attacktype & AT_HOLYWORD || tmp->attacktype & AT_GODPOWER)
1902 if (!tailor_god_spell (tmp, op)) 1860 if (!tailor_god_spell (tmp, op))
1903 return 1; 1861 return 1;
1904 1862
1905 tmp->duration = SP_level_duration_adjust (caster, spell); 1863 tmp->duration = SP_level_duration_adjust (caster, spell);
1906 for (i = 0; i < spell->duration; i++) 1864 for (int i = 0; i < spell->duration; i++)
1907 tmp->duration += die_roll (1, 3, op, PREFER_HIGH); 1865 tmp->duration += die_roll (1, 3, op, PREFER_HIGH);
1908 1866
1909 tmp->direction = dir; 1867 tmp->direction = dir;
1910 tmp->invisible = 1; 1868 tmp->invisible = 1;
1869 tmp->facing = rndm (1, 8); // initial firing direction
1870 tmp->state = rndm (4) * 2 + 1; // direction increment
1911 1871
1912 tmp->insert_at (op, op); 1872 op->insert (tmp);
1873
1913 return 1; 1874 return 1;
1914} 1875}
1915
1916 1876
1917/* See the spells documentation file for why this is its own 1877/* See the spells documentation file for why this is its own
1918 * function. 1878 * function.
1919 */ 1879 */
1920int 1880int
1982 1942
1983 m->insert (tmp, x, y, op); 1943 m->insert (tmp, x, y, op);
1984 return 1; 1944 return 1;
1985} 1945}
1986 1946
1987
1988
1989
1990/* cast_cause_disease: this spell looks along <dir> from the 1947/* cast_cause_disease: this spell looks along <dir> from the
1991 * player and infects someone. 1948 * player and infects someone.
1992 * op is the player/monster, caster is the object, dir is the direction 1949 * op is the player/monster, caster is the object, dir is the direction
1993 * to cast, disease_arch is the specific disease, and type is the spell number 1950 * to cast, disease_arch is the specific disease, and type is the spell number
1994 * perhaps this should actually be in disease.c? 1951 * perhaps this should actually be in disease.c?
1995 */ 1952 */
1996
1997int 1953int
1998cast_cause_disease (object *op, object *caster, object *spell, int dir) 1954cast_cause_disease (object *op, object *caster, object *spell, int dir)
1999{ 1955{
2000 sint16 x, y; 1956 sint16 x, y;
2001 int i, mflags, range, dam_mod, dur_mod; 1957 int i, mflags, range, dam_mod, dur_mod;
2008 /* If casting from a scroll, no direction will be available, so refer to the 1964 /* If casting from a scroll, no direction will be available, so refer to the
2009 * direction the player is pointing. 1965 * direction the player is pointing.
2010 */ 1966 */
2011 if (!dir) 1967 if (!dir)
2012 dir = op->facing; 1968 dir = op->facing;
1969
2013 if (!dir) 1970 if (!dir)
2014 return 0; /* won't find anything if casting on ourself, so just return */ 1971 return 0; /* won't find anything if casting on ourself, so just return */
2015 1972
2016 /* Calculate these once here */ 1973 /* Calculate these once here */
2017 range = spell->range + SP_level_range_adjust (caster, spell); 1974 range = spell->range + SP_level_range_adjust (caster, spell);
2051 /* do level adjustments */ 2008 /* do level adjustments */
2052 if (disease->stats.wc) 2009 if (disease->stats.wc)
2053 disease->stats.wc += dur_mod / 2; 2010 disease->stats.wc += dur_mod / 2;
2054 2011
2055 if (disease->magic > 0) 2012 if (disease->magic > 0)
2056 disease->magic += dur_mod / 4; 2013 disease->magic += dur_mod / 8;
2057 2014
2058 if (disease->stats.maxhp > 0) 2015 if (disease->stats.maxhp > 0)
2059 disease->stats.maxhp += dur_mod; 2016 disease->stats.maxhp += dur_mod;
2060 2017
2061 if (disease->stats.maxgrace > 0) 2018 if (disease->stats.maxgrace > 0)

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